QUOTE (DarthKev @ Jul 25 2010, 08:26 PM) <{POST_SNAPBACK}>
Seeing as this is the only active thread on this board, I'll post this here. darwinian, feel free to turn it into a new topic if you feel it should be.
I noticed the other day that the crate upgrade 'Subversion' can affect Gun Turrets, as well. If you use Subversion on a group of multiwinians in a Gun Turret, the turret will then fire Subversion shots instead of its normal rounds. These shots will have the same range as the normal rounds, but will convert enemy multiwinians to your color instead of killing them.
I haven't tested to see if this works on Flame Turrets or Rocket Turrets, nor have I tested whether or not other upgrades can affect any of the three turret types. However, I doubt any other upgrades would do anything as turrets can't move and are already impervious to most weapons, making sprint (I can't remember the name for some reason) and shields useless. Other upgrades merely bring in creatures/evilinians/futurewinians or destroy things.
It should be noted that subversion does not so much affect turrets as it affects the DGs manning the turret. If you plop down a turret in a mass of DGs with subversion, then the turret will fire subversion bolts. This will only work with a normal turret, and not a flame turret or rocket turret.
As to other upgrades, hotfeet and shield will both affect the DGs manning a turret, but will have no effect on the turret itself. Shields, however, are not entirely useless. Remember that DGs attack the units that are manning the turret, not really the turret itself. They shoot their lasers, in the hopes of killing those units, and taking over. If the DGs manning the turret are shielded, then it is harder to take that turret. You may also want to experiment with hotfeet and rocket turrets. While I have not done this myself (it is better to be offensive than defensive, so I tend to pretty much ignore turrets that I possess), you might get a faster rate of fire with hotfeet.
xander